3D Switches

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Syfo-Dyas
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3D Switches

Post by Syfo-Dyas »

In Legacy I could use Fraggle script to define switches for 3D floors so I could call a 3D elevator the floor 2 or 3 or what ever.

How do you do this in ACS? Or should I stick with Legacy?
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Post by wildweasel »

Wouldn't you use ACS to lower the floor and ceiling of the control sector?
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Post by Spectere »

Take a look at the old ZDoom demonstration WAD (available at zdoom.org). There's a multifloor elevator example in there.
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Enjay
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Post by Enjay »

But, IIRC, that's done by faking it. It can, of course, be done "genuinely" using 3D floors.
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Post by Syfo-Dyas »

I'll bring that Demo wad home and look at it, see if it has what I need, but since it is ZDOOM, I can't see how it would have the info I need, but it may...


Just to be clear, what I want are elevator switched, one above another, and I need to set them so that if I click the one on floor A, the elevator will rise to Floor A, if I click on the switch on Floor B, it will goto Floor B, etc.
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Graf Zahl
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Post by Graf Zahl »

Depending on how you design your elevator, you either need to call Floor_Raise/LowerByValue or FloorAndCeiling_Raise/LowerByValue to move it. The specifics depend on your map's setup.
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Post by Syfo-Dyas »

WOW, this example WAD has a lot of shit that I needed to learn. Still haven't found what I'm talking about.

I'll upload a WAD in time so you guys can see what I'm talking aboot.

Thankx!
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DoomGuy
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3-D floor elevator

Post by DoomGuy »

I think what XDelusion wants to do is to 'call' an elevator to a certain 'floor' no matter what other floor the 'elevator' may be. If the elevator (3-D floor) is on 1st floor or 4th floor and you push the button on 2nd floor, it comes to 2nd floor. So the height may vary depending on the floor where the elevator is sitting.
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Graf Zahl
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Post by Graf Zahl »

In that case he has to track the current floor height himself in the script. Right now there are no means to retrieve a sector's floor height (which should really be added because there are things you can't do without it.
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Post by Syfo-Dyas »

EXACTLY!

Fraggle Script it is!

Thank you!
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Graf Zahl
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Post by Graf Zahl »

Don't worry. This is one of the top-priority things I am going to add next weekend. ACS is in desperate need of some utility functions to retrieve information about the map.
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Post by Syfo-Dyas »

You better, don't make me kill you slave!!! ;)

Thankx a lot, I don't care what the critics say, your project is the best!
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Post by solarsnowfall »

What's wrong with GetSectorFloorZ()?
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Graf Zahl
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Post by Graf Zahl »

One easily loses track among the stuff that is there and the much larger amount of stuff that is still missing. ;) I have made a list of things to add and it's still on that one. I guess I mistook it for getting the floor of the neighboring sector.
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Post by Syfo-Dyas »

So what are we saying, there is a way to do this now with this GetSectorFloorZ() thing?

How?
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